There aren't many path specifc quests availble from mundane's.
The most significant quest would be the dreaded Nightmare quest for
your Aosdic Pattern Walker armour.


The Nightmare Quest. Insight 80+

The quest starts at the temple of choosing. You realize that you must not
speak of this quest to the attendant, since it will cause her to go into
a panic. You Trick her into admitting you into the temple by pretending to
guide a young aisling.
You Walk swiftly past the second attendant and into the First Circle, you notice an etching on the wall.
You Read the etching on the wall. it says

Aosda'a walls survive the tests of abominations
by the Pattern Walker's diligence.
By the circle of abomination we drain the slaves soul.
Pattern Walker, let none take away Aosda's slaves.

You breathe deeply, and meditate into a dream of the Pattern Walker.

You notice a bright aosidic circle and step into its center.
In your dream the vision of the Pattern walkers and the horror's they face confront you.
You must walk the ancient triangle and defeat one of the threats to the Aosda that still
lives in Temuair. Do all this and return within 8 Temuairian Hours.
An ancient scroll falls at your feet, you pick it up and read it.
You hear a voice, "You may walk the perimeter in any order, but you must make your
way around all parts within one Temuairian day and defeat the ancient devourer
of Aosdic slaves. Defeat the polyp of the first area of the tenth depth below
Abel. Return within one Temurian day"

You wake up as the dream pierces your mind.


You expect the need for your friends, you call for aid, but nobody answers, this is a nightmare.

Taking some advice from an elder monk, you head towards the dubhaim castle first.
Since you know you are short on time and there are many places to go to, you carry a mileth song,
an abel song, as well as a peit song.
You enter the northern dubhaim castle and are faced with creatures, with your swiftness, you avoid them all,
Looking at the scroll your sabonim handed you, you take the first western exit, heading into the next
room, filled again with enemies you ambush three night gaunts and head for the northern exit.
You keep heading north till you reach the Sixth room of the first area.
You recall the scroll spoke of the northern brazier, you step next to it. Visions fill your mind.
You have found the first Aosdic Perimeter Point.

You sing a song of peit as you head out to your next area.

As you reach the top of the peit crypt, you realize you dropped your
sabonim's map in the castle, "Bah, ive been here before" you mutter to yourself
as you head down. Level after level you hide in the shadows, avoiding all creatures
as you reach the 14th level you begin to narrow down your search and head to the first
area of the 16th level, but something is wrong, a rock cobbler is roamign around!
You summon the strength that is inside of you, and battle with the fiend. You are
surprised at how easily you defeat it and run towards the rock.

As you touch the rock, visions of the Aosda fill your mind.
You have found the second Aosdic Perimeter Point.

You sing a song of Abel before any of the rock cobbler's allies return.
You run accross the town, almost knocking over a priestess, And jump into
a boat heading for abel island.
As you enter the crypt, you feel lost, you have no idea where you are.
You realize you are running out of time, as you jump over a leech and splash
a blob all over the place, running down the levels you casting ao puiensen on a
group of warrior's hunting, they yell at you "Dont head to the eleventh level, rumor
has it you can't get out!". "THANKS!" you yell, as you slip down the stair to the tenth level
OH NO, you are in the second area, you run up the stair's looking for another exit, and find it
The polyp awaits you by the final point.. You ambush the flying sac, and start beating on it
with a kick and a right jab, a double punch, a poisoned punch looks like the polyp is out for
the count, and a Mantis kick to finish it off!!

You take a deep breath as you approach the final point. Visions fill your mind.
You have found the last Aosdic Perimeter Point. The Aosdic triangle is complete.

You humm a song of mileth, and slowly enter the temple of choosing. You approach the first circle's
corner again and meditate into the dream.
A voice speaks to you "The Pattern Walker's nightmare is over",you receive your pattern walker with open arms
It speaks again "The Pattern Walker. The Garb of the honoured defenders of the Aosda. Walk the delicate
patterns between grey realms."

You awake in your bed, as aspects of the Pattern walker's histroy return to you, leaving more
mysteries than answers. Whom did the pattern walker serve? Who were the slaves of the Aosda?
Why was the pattern walker forbidden to see his masters?

You lie in bed, as your mind wanders into infinity.

THE END



You recieve your Pattern Walker as soon as you finish.
Make you sure you can carry your pattern walker.
you receive a legend marke dependant on when you start the quest
Pattern walker of the sea, earth or wind. (i think)



The Pattern Walker Armour.

This armour is awarded at the end of completeing the Nightmare quest.
Please treat this armour as a TROPHY, as it is useless in hunts.
Your insight 71 armour will give you better attributes.
((-900hp,+1dmg +5Hit, -2con, +10% MR, -37))